GET /abilities/?format=api&page=3
HTTP 200 OK
Allow: GET, POST, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 616,
    "next": "https://api.starfinder.dragonlash.com/abilities/?format=api&page=4",
    "previous": "https://api.starfinder.dragonlash.com/abilities/?format=api&page=2",
    "results": [
        {
            "title": "Analyst",
            "body": "You have been taught to carefully consider your own assumptions, making it much less likely you assign false motives to other creatures. When using Sense Motive to detect deception or discern a secret message, as long as your expertise die roll result is not a 1, you don’t think a truthful statement contains deceptions or infer false information from a secret message even if you fail your check by 5 or more.",
            "prerequisites": "Sense Motive",
            "level_requirement": null
        },
        {
            "title": "Cautious Expertise",
            "body": "Choose a skill you have selected with the skill expertise class feature. When you take 20 (see page 133) with this skill, you can roll your expertise die twice and take the better result.\r\nYou can choose this talent up to three times, choosing a different skill selected with the skill expertise class feature each time.",
            "prerequisites": "",
            "level_requirement": null
        },
        {
            "title": "Convincing Liar",
            "body": "When you attempt a Bluff check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to reroll the check and add the result of your expertise die.",
            "prerequisites": "Bluff",
            "level_requirement": null
        },
        {
            "title": "Cultural Savant",
            "body": "As long as you have enough time, you can take 20 on Culture checks to recall knowledge, even if you don’t have access to a computer terminal or other means of research.",
            "prerequisites": "Culture",
            "level_requirement": null
        },
        {
            "title": "Cunning Disguise",
            "body": "When you attempt an initial Disguise check, you can forgo rolling your expertise die. Instead, the first time a creature would pierce your disguise with a Perception check, treat its result as if it had rolled a natural 1 on its Perception check. This benefit applies only once per disguise. At 9th level, this ability also applies against the second creature who pierces your disguise.",
            "prerequisites": "Disguise",
            "level_requirement": null
        },
        {
            "title": "Engineering Adept",
            "body": "When you attempt an Engineering check to disable or repair a device, you can forgo rolling your expertise die to instead halve the time it takes to make the attempt.",
            "prerequisites": "Engineering",
            "level_requirement": null
        },
        {
            "title": "Expert Forger",
            "body": "You have a database of electronic seals and predesigned templates that allow you forge an official document in a matter of moments. When you attempt a Computers check to create a forgery, as long as you have access to a computer, you can forgo your expertise die to attempt the check as a full action (rather than the normal required time of 1d4 minutes).",
            "prerequisites": "Computers",
            "level_requirement": null
        },
        {
            "title": "Fast Hack",
            "body": "When you attempt a Computers check to hack into a computer system, you can forgo rolling your expertise die to instead halve the time it takes to make the attempt (to a minimum of 1 round). At 9th level, if you successfully hack the system, you can also negate a single countermeasure protecting that computer system. You cannot use this talent to negate a countermeasure from the same computer again for 24 hours.",
            "prerequisites": "Computers",
            "level_requirement": null
        },
        {
            "title": "Inspired Medic",
            "body": "When you attempt a Medicine check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.",
            "prerequisites": "Medicine",
            "level_requirement": null
        },
        {
            "title": "Keen Observer",
            "body": "Whenever you interact with a creature under a mental effect for at least 1 minute, the GM attempts an automatic secret Sense Motive check for you without your expertise die. On a success, you learn about the mental effect. If you specifically request a Sense Motive check to sense mental effects, you can attempt a Sense Motive check as normal, including your expertise die, in addition to this automatic check.",
            "prerequisites": "Sense Motive",
            "level_requirement": null
        },
        {
            "title": "Menacing Gaze",
            "body": "When you attempt an Intimidate check to demoralize foes, you can forgo your expertise die to attempt to briefly demoralize a small group as a full action. You attempt an Intimidate check against foes within 60 feet, no two of which can be more than 20 feet apart. The DC of this check is equal to the highest DC to demoralize any one of the foes. If you are successful, the targets gain the shaken condition (see page 277) for 1 round (even if your result exceeded the DC by 5 or more). Once you use this ability against a creature, it is immune to this talent for 24 hours.",
            "prerequisites": "Intimidate",
            "level_requirement": null
        },
        {
            "title": "Rattling Presence",
            "body": "When you attempt an Intimidate check to demoralize an opponent, you can forgo rolling your expertise die to automatically increase the duration of the shaken condition by 1 round on a successful check. At 9th level, you instead increase the duration by 2 rounds on a success when using this talent.",
            "prerequisites": "Intimidate",
            "level_requirement": null
        },
        {
            "title": "Skilled Linguist",
            "body": "You can speak and read a number of bonus languages equal to your ranks in Culture. Additionally, when you attempt a Culture check to decipher writing, you can forgo your expertise die to attempt the check as a full action (rather than the normal 1 minute) per approximately 250 words of writing or fewer.",
            "prerequisites": "Culture",
            "level_requirement": null
        },
        {
            "title": "Slick Customer",
            "body": "When you attempt a Diplomacy check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add it to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to both reroll the check and add the result of your expertise die.",
            "prerequisites": "Diplomacy",
            "level_requirement": null
        },
        {
            "title": "Student of Technology",
            "body": "As long as you have the time to do so, you can take 20 (see page 133) on Engineering checks to identify creatures and technology, even if you do not have access to a computer terminal or other means of research. If the creature or technology was created by a group or individual you are familiar with (normally including any major corporation or military), on a successful check you also identify what group created the object identified.",
            "prerequisites": "Engineering",
            "level_requirement": null
        },
        {
            "title": "Surgeon",
            "body": "You can use Medicine to treat deadly wounds on a patient once each day in addition to the normal allowances for the medical equipment you are using. Because performing this level of advanced medicine is difficult and time consuming, the DC for this additional treatment increases by 5 and the skill check takes 1 hour.",
            "prerequisites": "Medicine",
            "level_requirement": null
        },
        {
            "title": "Well Informed",
            "body": "You keep yourself as up to date as possible about the events and major figures of any region you are in. Once you have been in a settlement or region for at least 24 hours, when you attempt a Diplomacy check to gather information, you can forgo your expertise die to attempt the check as a swift action (rather than the normal 1d4 hours).",
            "prerequisites": "Diplomacy",
            "level_requirement": null
        },
        {
            "title": "Weapon Specialization",
            "body": "You gain the Weapon Specialization feat as a bonus feat for each weapon type with which this class grants you proficiency.",
            "prerequisites": "",
            "level_requirement": 3
        },
        {
            "title": "True Expertise",
            "body": "You gain total mastery over one of your envoy improvisations and can use it with but a thought. When you gain this ability, choose one improvisation you know that has an effect when you spend 1 Resolve Point.\r\n\r\nAs long as you have at least 1 Resolve Point remaining, you can gain the improvisation’s effect without spending the Resolve Point. This ability has no benefit if the improvisation requires more than 1 Resolve Point.\r\n\r\nIn addition, when you roll your expertise die, you can add 2d8 rather than 1d8+4 to the result of your skill check. If, for some reason, your bonus gained from expertise isn’t 1d8+4, you can’t use this option.",
            "prerequisites": "",
            "level_requirement": 20
        },
        {
            "title": "Visual Data Processor",
            "body": "You notice even the smallest shifts in movement, temperature, and vibration, gaining the _insight bonus_ from your _bypass_ class feature to _Perception_ skill checks.",
            "prerequisites": "",
            "level_requirement": 2
        },
        {
            "title": "Ultraclocking",
            "body": "If you have a drone, you can grant the effects of haste to your drone for 1 minute as a move action. If you have an exocortex, you can gain the effects of haste for 1 minute as a move action. Once you or your drone has used this ability, you cannot use it again until you spend 1 Resolve Point to regain Stamina Points from a 10-minute rest. You must have the overclocking and hyperclocking mechanic tricks to learn this trick.",
            "prerequisites": "",
            "level_requirement": 14
        },
        {
            "title": "Mod Tinkerer",
            "body": "You can spend 24 hours of uninterrupted work to exchange all your drone or exocortex mods at any time, even if you haven’t gained a level. Any other drone features (such as its chassis or bonus feats) can still be exchanged only when you gain a level.",
            "prerequisites": "",
            "level_requirement": 14
        },
        {
            "title": "Energy Shield",
            "body": "As a standard action, you can use your custom rig to activate an energy shield around yourself. This shield provides you with a number of temporary Hit Points equal to your Intelligence modifier plus your mechanic level. The shield remains active for 1 minute per mechanic level or until all of its temporary Hit Points are depleted, whichever comes first. Once used, you cannot use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest; your shield automatically shuts off during this period of rest.",
            "prerequisites": "",
            "level_requirement": 2
        },
        {
            "title": "Saboteur",
            "body": "Whenever you use the Engineering skill to sabotage or disable a device, you can roll twice and take the better result. In addition, if you have the appropriate tools (including your custom rig), performing these tasks takes half the normal amount of time, to a minimum of 1 move action.",
            "prerequisites": "",
            "level_requirement": 14
        },
        {
            "title": "Superior Overcharge",
            "body": "The additional damage of the overcharge mechanic trick increases to 4d6. You must have the overcharge and improved overcharge mechanic tricks to learn this trick. You can select this trick multiple times. Each time you do after the first, increase the damage by 1d6 (to a maximum of 7d6 if you select it all four times).",
            "prerequisites": "",
            "level_requirement": 14
        },
        {
            "title": "Hack Directory",
            "body": "Whenever you attempt to hack a system and fail the check, you immediately become aware of any countermeasures that were activated due to your failure. You can then select one of these countermeasures and attempt another Computers check (with the same DC as the original). If you succeed at this second check, you can prevent that countermeasure from activating, as if you had not attempted to access the system at all. Any other countermeasures have their normal effect.",
            "prerequisites": "",
            "level_requirement": 2
        },
        {
            "title": "Distracting Hack",
            "body": "You can hack a computer within 30 feet of a foe to distract that foe, such as with a sudden noise or an image. You must be able to access the computer (whether it is your own computer or you are within range to access one manually or via remote hack). This functions as a feint action except that it uses your Computers skill instead of Bluff, so you can apply the benefits of Improved Feint and Greater Feint if you have them.",
            "prerequisites": "",
            "level_requirement": 2
        },
        {
            "title": "Neural Shunt",
            "body": "Once per day, as a reaction when you fail a saving throw against a mind-affecting effect, you can shunt that effect into your exocortex instead. When you do so, you are not affected by the mind-affecting effect, but for the normal duration of that effect, you lose the Skill Focus feat granted by your exocortex’s memory module and cannot use any of the exocortex’s abilities in any way (including any proficiencies and mods it grants you). When a mind-affecting effect is shunted into the exocortex, spells such as dispel magic or break enchantment can be cast on you to end the effect as if you were affected by it. Once the duration of the mind- affecting effect has ended, your exocortex resumes its normal functions. You must have an exocortex to learn this trick.",
            "prerequisites": "",
            "level_requirement": 2
        },
        {
            "title": "Overcharge",
            "body": "As a standard action, you can use your custom rig to overcharge and attack with a ranged energy weapon or a melee weapon with the powered special property (see page 181) that you’re holding. If you hit, you deal 1d6 additional damage of the same type the weapon normally deals. This attack uses three times as many charges from the battery or power cell as normal and can’t be used if the weapon doesn’t have enough charges. This trick has no effect on a weapon without a battery or power cell. You can instead use this ability as a move action on a touched powered weapon that is unattended or attended by an ally to grant the same effect to that weapon’s next attack before the beginning of your next turn.",
            "prerequisites": "",
            "level_requirement": 2
        },
        {
            "title": "Nightvision Processor",
            "body": "Your visual data processor allows you to see better in conditions of poor lighting, granting you low-light vision and darkvision to a range of 60 feet. You must have the visual data processor mechanic trick to learn this trick.",
            "prerequisites": "",
            "level_requirement": 2
        },
        {
            "title": "Overclocking",
            "body": "You have augmented the performance of your AI for maximum response timing. You gain a +2 insight bonus to initiative checks, and either you (if you have an exocortex) or your drone (if you have a drone) gains a +2 insight bonus to Reflex saves.",
            "prerequisites": "",
            "level_requirement": 2
        },
        {
            "title": "Overload Weapon",
            "body": "As a full action or as a move action by spending 1 Resolve Point, you can cause a powered weapon (either a ranged energy weapon or a melee weapon with the powered special property) in your possession to explode. You can use the weapon as if it were a grenade of the weapon’s item level or lower dealing the weapon’s normal damage type, except the weapon has a range increment of only 10 feet unless it is a thrown weapon. If someone tries to attack with the weapon, it explodes as a grenade would instead, centered on the user, and the user doesn’t receive a Reflex save to negate the grenade’s effect (if any). Once you’ve primed a weapon to explode in this way, it’s difficult to reverse the effect, requiring 8 hours of work and a successful Engineering check (DC = 15 + your Engineering bonus); failing the check by 5 or more detonates the weapon. Once detonated, the weapon is destroyed, just like a grenade.",
            "prerequisites": "",
            "level_requirement": 2
        },
        {
            "title": "Portable Power",
            "body": "You can use your custom rig to supply limited power for up to 1 minute to a computer or starship system that lacks power. If this system is part of a much larger network, this trick does not supply power to the entire network, just to a limited point of access (typically a terminal), which might greatly limit functionality. Once you have used portable power on a system, you cannot do so again on that system for 24 hours.",
            "prerequisites": "",
            "level_requirement": 2
        },
        {
            "title": "Quick Patch",
            "body": "When you attempt to patch a system on a starship, you reduce the number of actions required to do so by one. This does not reduce the time needed to patch a glitching system, but you can patch two systems with one action.",
            "prerequisites": "",
            "level_requirement": 2
        },
        {
            "title": "Quick Repair",
            "body": "When you attempt to repair an item, you can do so in half the time normally required (to a minimum of a full action).",
            "prerequisites": "",
            "level_requirement": 2
        },
        {
            "title": "Ghost Intrusion",
            "body": "Whenever you use the Computers skill to access a system and you fail to overcome its defenses by 4 or less, you do not trigger any countermeasures and there is no log of your attempt. If you fail by 5 or more, any countermeasures take effect against you as normal.",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Repair Drone",
            "body": "When you spend 10 minutes to repair your drone, you repair 25% of its maximum Hit Points instead of 10%. You must have a drone to learn this trick.",
            "prerequisites": "",
            "level_requirement": 2
        },
        {
            "title": "Boost Shield",
            "body": "Your energy shield grants you a number of temporary Hit Points equal to your Intelligence modifier + double your mechanic level. In addition, if you have already used your shield, you can spend 1 Resolve Point to use it again without having to regain Stamina Points first. This replenishes your shield’s temporary Hit Points to full. You must have the energy shield mechanic trick to learn this trick.",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Improved Overcharge",
            "body": "The additional damage of the overcharge mechanic trick increases to 2d6. You must have the overcharge mechanic trick to learn this trick",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Drone Meld",
            "body": "Drone Meld (Ex)\r\nAs a full action while in contact with your drone, you can reconfigure it into a mechanical drone suit (or a backpack-like apparatus, for the Tiny hover drone) that you can wear. While in this form, the drone can’t take any actions or use any of its abilities, but you gain either the drone’s flight system mods if you have a hover drone, reactive camouflage (and an invisibility field if your drone has it) if you have a stealth drone, or reductive plating if you have a combat drone. You can end the meld and return the drone to its normal form as a full action. Though it normally acts on your turn just after you, the drone can take no actions on that turn other than transforming back.",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Holographic Projector",
            "body": "Your custom rig can project holographic images as a standard action as often as you like, as per 2nd-level holographic image except it can create speech and has a range of only 120 feet.",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Engineer’s Eye",
            "body": "When you are within 10 feet of a trapped or malfunctioning machine or computer, you receive a free Computers, Engineering, or Perception check (as decided by the GM) to notice the trap or defect, whether or not you are actively looking. In addition, due to your intimate knowledge of your ship, you receive one of these checks whenever you board your ship to notice if anything is wrong with the ship’s systems.",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Hyperclocking",
            "body": "You further improve the response time of your AI. If you have a drone, your drone gains a +1 insight bonus to AC. In addition, if your drone is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw. If you have an exocortex, you gain a +1 insight bonus to AC. In addition, whenever you fail a Reflex saving throw, you can spend 1 Resolve Point to reroll the saving throw (see page 243) and take the higher result. You must have the overclocking mechanic trick to learn this trick.",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Invisibility Bypass Processor",
            "body": "Your visual data processor now allows you to see invisible creatures as per see invisibility. You must have the visual data processor mechanic trick to learn this trick.",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Resistant Energy",
            "body": "Even when your energy shield is inactive, the ambient energy protects you from a particular type of energy attack. Choose acid, cold, electricity, fire, or sonic. You gain resistance 5 against that energy type. You must have the energy shield mechanic trick to learn this trick.",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Extra Mod",
            "body": "If you have a drone, your drone gains an additional basic mod. If you have an exocortex, you gain an additional basic mod. It can’t be a basic mod taken a second time as an advanced mod. You can rebuild this extra mod when you gain a mechanic level as with any other mod, but you can’t rebuild this mod to convert it into the advanced version of the mod.",
            "prerequisites": "",
            "level_requirement": 14
        },
        {
            "title": "Scoutbot",
            "body": "You’re always crafting rudimentary bots in your spare time, and can use them to scout. It takes you 10 minutes and 1 Resolve Point to create a scoutbot. A scoutbot is a Small technological construct, its EAC and KAC are equal to 10 + your mechanic level, and it has 1 Hit Point per mechanic level you have (and no Stamina Points). It has a land speed of 30 feet, and you can control its movements with your custom rig as a move action. It has a camera that streams visual and auditory data back to your rig. The scoutbot uses your saving throw bonuses if necessary. It is untrained in all skills and has a +0 bonus in all of them, though you can use your own Perception skill when examining the feed from its stream. Once created, the scoutbot lasts for 1 minute per mechanic level you have before falling apart unless otherwise destroyed.",
            "prerequisites": "",
            "level_requirement": 8
        },
        {
            "title": "Improved Resistant Energy",
            "body": "Choose an additional energy type from resistant energy. You gain resistance 15 against both this and your original energy type. You must have the energy shield and resistant energy mechanic tricks to learn this trick.",
            "prerequisites": "",
            "level_requirement": 14
        },
        {
            "title": "Invisibility-Hampering Projector",
            "body": "As a move action, you can use your custom rig’s holographic projector to project a holographic image in a direct overlay over an invisible creature within 120 feet, and your custom rig’s computer moves the image to follow the invisible creature, effectively negating the creature’s invisibility as long as it remains within 120 feet of you. If it moves beyond that range, it breaks the effect until you use this ability again. You must have the holographic projector, invisibility bypass processor, and visual data processor mechanic tricks to learn this trick.",
            "prerequisites": "",
            "level_requirement": 14
        },
        {
            "title": "Tool Arm",
            "body": "Select one technological item from Chapter 7: Equipment of no more than light bulk and an item level no higher than your mechanic level. Your drone is equipped with a robotic arm with that item attached and the proper programming to use the item, although it cannot use a tool that requires skill checks unless it also has ranks in the relevant skill (or you have ranks in the relevant skill and the drone is under your direct control).",
            "prerequisites": "",
            "level_requirement": 1
        }
    ]
}
The page title as you'd like it to be seen by the public